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#14 | |
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Join Date: Aug 2004
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Quote:
Also remember that Weapon Master, amongst its many benefits, includes a better default. In this case, if you took the 8 points in 2handed axe mace, dumped them into 1handed, and used the WM default for an Average skill (Skill -2), you will be at the same effective level for 2handed axe/mace as you are right now, but better off in 1handed. All of that is basically the long way of saying there is a reason a dwarf Knight picks option 1 for his weapon skills. Option 3 is for if you sink more points into Weapon Master (for example, Knightly Weapons [30]). Finally, you'll note that my template "pays" for some of Dwarf by keeping HT at 13. This is because the character you have here has spent all his points, including quirks, and so only has $2k for equipment, which is a little tight for a knight. You CAN do it, all mail armor, a fine, balanced Dwarven axe will leave you $325 for throwing axes, food, etc... but DR 5/3* most everywhere is a little light. 6/4* if you dump $50 into Fortify +1. Not a deal breaker, just something to think about. EDIT: Oh, and like with the Elf Scout, your Basic Speed cost is wrong. You would get back 20 points (-20) for dropping Basic Speed from 7 to 6. Sadly, that just means 5 less points in OTHER disads (TBD 30 points and 5 points of Quirks). Doesnt actually save you any points to spend on gear.
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My GURPS stuff Last edited by chandley; 04-03-2012 at 09:52 AM. |
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| dungeon fantasy |
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